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@ -85,6 +85,11 @@ bool GlmHelper::IsEqual2D(const glm::vec3& v1, const glm::vec3& v2)
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return std::abs(v1.x - v2.x) < 0.00001f && std::abs(v1.z - v2.z) < 0.00001f;
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}
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bool GlmHelper::IsEqual2D(const glm::vec3& v1, float x, float z)
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{
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return std::abs(v1.x - x) < 0.00001f && std::abs(v1.z - z) < 0.00001f;
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}
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bool GlmHelper::IsEqual3D(const glm::vec3& v1, const glm::vec3& v2)
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{
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return std::abs(v1.x - v2.x) < 0.00001f &&
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@ -17,6 +17,7 @@ class GlmHelper
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static bool IsValidVec3(const glm::vec3& v);
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static bool IsEqual2D(const glm::vec3& v1, const glm::vec3& v2);
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static bool IsEqual2D(const glm::vec3& v1, float x, float z);
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static bool IsEqual3D(const glm::vec3& v1, const glm::vec3& v2);
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static float CalcAngle(const glm::vec3& v1, const glm::vec3& v2);
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